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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8768853" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 119: May 1996</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>32 pages. The chaos in TSR's offices gets to here, as they let their numbering slip, remaining volume 16 number 4. They don't even notice it either, and every issue after this for the rest of the year is one number too low, which is a quite shocking lapse in editing really. Let's hope they managed to pick some good articles inside despite this degree of basic mathematical carelessness. </p><p></p><p></p><p></p><p>Champions of the Faith: Why should lawful good people get to have all the holy warrior fun? A question that's been asked many times, and answered repeatedly as well, with Dragon issue 106's Plethora of Paladins article probably the most comprehensive and enduring. Robert Wiese asks what if there was a customised holy warrior subclass for every god, just like there are specialty priests? (after all, they've been detailing a new one of those nearly every month for a while now) Unfortunately 3 pages isn't really enough to provide a comprehensive list of examples, so this winds up turning into some fairly basic advice about swapping out specific powers, but keeping the same overall framework to balance things. A daily power to replace lay on hands, a more powerful but less frequent one to replace cure disease. A thematically suitable immunity and mount or companion. Maybe even the ability to turn or control another class of creature rather than undead. So his approach is closer to the standardised approach they'll use for the 3e variant classes than the 1e approach of making them all very different from the ground up, with neither formula or any great attention to game balance. Another article that reminds us that 3e would have made many of the same changes even if they hadn't changed companies, (although we probably wouldn't have got the OGL) because those changes were based on concerns that appeared repeatedly in the letters and forum pages and were house rules in many people's games. Interesting to see an article like this in here, once again showing their gradual increase in crunchy stuff like variant classes, races, kits & knightly orders, but it doesn't have the sheer impact of the original. Needs to think bigger. </p><p></p><p></p><p></p><p>Knights of the Dove: Our third knightly order is unsurprisingly a little more pacifistic than the roosters or griffons. While still entirely capable of combat, they're forbidden from killing anyone who didn't attack first, and will generally try to deal with conflicts by negotiation or subdual, on pain of being kicked out or having to do an atonement quest if they get caught killing unnecessarily. Their prerequisites definitely favour priests over any other class, particularly if you want to stick with the order and rise in the hierarchy. If you can stick to the code, you do actually get a fair amount of social prestige, and more importantly for PC's easy access to healing potions at 500gp a pop. (which still means they'll probably be your last resort after using up all your own healing spells for the day, but is nothing to be sneezed at as a lifesaver. ) You can definitely see what kind of players they'd appeal to, although the mechanical effects of belonging are more low key than most kits or any prestige class and it's obvious that they're being extremely conservative with giving out magical items in general compared to 3e. On we go then. Still got another 5 orders to get through, see if they offer any more powerful rewards.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8768853, member: 27780"] [b][u]Polyhedron Issue 119: May 1996[/u][/b] part 1/5 32 pages. The chaos in TSR's offices gets to here, as they let their numbering slip, remaining volume 16 number 4. They don't even notice it either, and every issue after this for the rest of the year is one number too low, which is a quite shocking lapse in editing really. Let's hope they managed to pick some good articles inside despite this degree of basic mathematical carelessness. Champions of the Faith: Why should lawful good people get to have all the holy warrior fun? A question that's been asked many times, and answered repeatedly as well, with Dragon issue 106's Plethora of Paladins article probably the most comprehensive and enduring. Robert Wiese asks what if there was a customised holy warrior subclass for every god, just like there are specialty priests? (after all, they've been detailing a new one of those nearly every month for a while now) Unfortunately 3 pages isn't really enough to provide a comprehensive list of examples, so this winds up turning into some fairly basic advice about swapping out specific powers, but keeping the same overall framework to balance things. A daily power to replace lay on hands, a more powerful but less frequent one to replace cure disease. A thematically suitable immunity and mount or companion. Maybe even the ability to turn or control another class of creature rather than undead. So his approach is closer to the standardised approach they'll use for the 3e variant classes than the 1e approach of making them all very different from the ground up, with neither formula or any great attention to game balance. Another article that reminds us that 3e would have made many of the same changes even if they hadn't changed companies, (although we probably wouldn't have got the OGL) because those changes were based on concerns that appeared repeatedly in the letters and forum pages and were house rules in many people's games. Interesting to see an article like this in here, once again showing their gradual increase in crunchy stuff like variant classes, races, kits & knightly orders, but it doesn't have the sheer impact of the original. Needs to think bigger. Knights of the Dove: Our third knightly order is unsurprisingly a little more pacifistic than the roosters or griffons. While still entirely capable of combat, they're forbidden from killing anyone who didn't attack first, and will generally try to deal with conflicts by negotiation or subdual, on pain of being kicked out or having to do an atonement quest if they get caught killing unnecessarily. Their prerequisites definitely favour priests over any other class, particularly if you want to stick with the order and rise in the hierarchy. If you can stick to the code, you do actually get a fair amount of social prestige, and more importantly for PC's easy access to healing potions at 500gp a pop. (which still means they'll probably be your last resort after using up all your own healing spells for the day, but is nothing to be sneezed at as a lifesaver. ) You can definitely see what kind of players they'd appeal to, although the mechanical effects of belonging are more low key than most kits or any prestige class and it's obvious that they're being extremely conservative with giving out magical items in general compared to 3e. On we go then. Still got another 5 orders to get through, see if they offer any more powerful rewards. [/QUOTE]
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